Now that we have a Thresh minigame it's clear what needs to happen
Make 30 or so more modes like this. Make a board game. Bring the Mario Party genre back to it's former glory. With some strategic depth. Rito pls.
Make 30 or so more modes like this. Make a board game. Bring the Mario Party genre back to it's former glory. With some strategic depth. Rito pls.
make a game mode of malfite and an ever shrinking platform [The Rocks Domain]
Q is a pushback on the enemy malfite
W stops you from moving
E is an aoe push back
R is still the dash stun but it can be used to stop allies from being pushed off the platform by ulting them
Q CD 5 seconds
W CD 25 seconds
E CD 7 seconds
R CD 30 seconds
passives shield now makes you immune to CC
the lower hp every1 is as a group the faster the platform crumbles
put exploding plants into the map as well that explode when you get to close instead of the AA. make these cause a push back and 10% max hp damage
malfite hp cannot be dropped below 1% but you get longer CDs as your hp drops by 1% negative CDR per missing hp, meaning as there is less platform things take longer to do
AAing the enemy is disabled
the exploding plants respawn randoomly on the platform and when they die with the now gone platform they will explode and accelerate the missing platform fall rate
rocks will fall onto the map that malfite can walk over to instantly refresh his R CD but if R is used to reach it malfite instead creates a strong shocwave that moves to the enemy champions at a slow pace. getting struck by this will instanlty push them off the map
make a game mode of capture the teemo
the game starts with 5 blitz granks on each team in a 'spawn zone' for each team. in each spawn zone will be a relic that turns 1 of the blitz into teemo
all blitz cranks and teemo are immune to damage but not CC
teemo abilities -does not use mana
passive no longer makes him stealth but if he stops moving he becomes untargetable for 1 second, this effect cannot occur more than once every 10 seconds
Q is now a point and click stun with a 15 second CD
W is still the move speed but gives 200% move speed for 5 seconds, 20 second CD
E causes teemoes AAs to give a stack of rust
at 3 stacks of rust the enemy blitz crank becomes rusted and must return to his side of the feild to remove this debuff rust-silences the target and makes them immune to CC but they also cannot AA either
R same as his shrooms but they apply rust on step on, last 15 seconds and are visable
blitz crank abilities
passive-battery storeage blitz crank no longer has mana regen and all spells cost 10% of his maximum mana, if blitz returns to his side of the field he instantly regains all mana
Q. still a pull, 6 second CD
W is still a speed boost but it is now a toggle that drains mana at 5% max mana per second and gives 100% move speed
E is now a knock back that will the enemy blitz back onto their side of the field and stun them for 5 seconds if their battery (mana)is under 50%, if used on teemo it will slow his move speed by 50% for 3 seconds instead 3 second CD
R is now emergency reserves. fully restores mana 30 second CD
the goal of the game is to make the enemies teemo go on your side of the field
best 2/3 wins
here is an idea
rift racers
every1 is sion and they have to do laps around the rift (the 5v5 map)
everything but the top/bot lanes is blocked off
no1 can run into each other
R has no CD
E can be used to knock some1 out of R while you are in R (careful if you aim at them it can mess up your pathing R follows your mouse :D )
trundle pillars will appear with a 3 second warning indicator
gold coins spawn on the rift and running them over gives you 10 'favor of the rift'
1st place winner gets 100 bonus favor 2nd place gets 50 3rd gets 10
running into a trundle pillar takes 20 favor from you
sion ult no longer has a max range to it
W can be used while in R to negate E but only lasts 2 seconds
teams of 3v3 favor of the rift is based on team effort
while sion moves with R he leaves a trail that increases the speed of anyone behind him that travels on his path by 25% (a catch up mechanic, but turning is harder at faster speeds)
the lead sions 'trail' gives 50% speed bonus to those who are in it
last place sions leaves a trail that will knock anyone who walks into it out of R (a lapping preventative but still requires skill)
trails lasts for 5 seconds
Q can be used while in R and if used at full charge create a pool of last place sion trail for 3 seconds
running into another player (friend or foe) with R will cancel R for both players, so dont get to close
being knocked out of R still does the Sion stop and slam animation
let the races begin :D